From b9504f247c408ed45b9f841902d62f7ac34ec8be Mon Sep 17 00:00:00 2001
From: Anonymous Maarten <[EMAIL REDACTED]>
Date: Sun, 16 Mar 2025 01:06:03 +0100
Subject: [PATCH] opengl: pixelart fragment shader uses GLSL version 1.30
---
src/render/opengl/SDL_shaders_gl.c | 65 +++++++++++++++++++++---------
1 file changed, 47 insertions(+), 18 deletions(-)
diff --git a/src/render/opengl/SDL_shaders_gl.c b/src/render/opengl/SDL_shaders_gl.c
index f56b7d6fde3d8..688c8af8963a7 100644
--- a/src/render/opengl/SDL_shaders_gl.c
+++ b/src/render/opengl/SDL_shaders_gl.c
@@ -237,9 +237,13 @@ struct GL_ShaderContext
* NOTE: Always use sampler2D, etc here. We'll #define them to the
* texture_rectangle versions if we choose to use that extension.
*/
-static const char *shader_source[NUM_SHADERS][2] = {
+static struct {
+ const char *vertex_shader;
+ const char *fragment_shader;
+ const char *fragment_version;
+} shader_source[NUM_SHADERS] = {
// SHADER_NONE
- { NULL, NULL },
+ { NULL, NULL, NULL },
// SHADER_SOLID
{
@@ -251,7 +255,9 @@ static const char *shader_source[NUM_SHADERS][2] = {
"void main()\n"
"{\n"
" gl_FragColor = v_color;\n"
-"}"
+"}",
+ // fragment version
+ NULL
},
// SHADER_RGB
@@ -269,7 +275,9 @@ static const char *shader_source[NUM_SHADERS][2] = {
" gl_FragColor = texture2D(tex0, v_texCoord);\n"
" gl_FragColor.a = 1.0;\n"
" gl_FragColor *= v_color;\n"
-"}"
+"}",
+ // fragment version
+ NULL
},
// SHADER_RGBA
@@ -284,7 +292,9 @@ static const char *shader_source[NUM_SHADERS][2] = {
"void main()\n"
"{\n"
" gl_FragColor = texture2D(tex0, v_texCoord) * v_color;\n"
-"}"
+"}",
+ // fragment version
+ NULL
},
// SHADER_RGB_PIXELART
@@ -306,7 +316,9 @@ static const char *shader_source[NUM_SHADERS][2] = {
" gl_FragColor = textureGrad(tex0, uv, dFdx(v_texCoord), dFdy(v_texCoord));\n"
" gl_FragColor.a = 1.0;\n"
" gl_FragColor *= v_color;\n"
-"}"
+"}",
+ // fragment version
+ "#version 130\n"
},
// SHADER_RGBA_PIXELART
@@ -327,7 +339,9 @@ static const char *shader_source[NUM_SHADERS][2] = {
" vec2 uv = (floor(tx) + 0.5 + txOffset) * texel_size.xy;\n"
" gl_FragColor = textureGrad(tex0, uv, dFdx(v_texCoord), dFdy(v_texCoord));\n"
" gl_FragColor *= v_color;\n"
-"}"
+"}",
+ // fragment version
+ "#version 130\n"
},
#ifdef SDL_HAVE_YUV
@@ -337,7 +351,9 @@ static const char *shader_source[NUM_SHADERS][2] = {
TEXTURE_VERTEX_SHADER,
// fragment shader
YUV_SHADER_PROLOGUE
- YUV_SHADER_BODY
+ YUV_SHADER_BODY,
+ // fragment version
+ NULL
},
// SHADER_NV12_RA
{
@@ -345,7 +361,9 @@ static const char *shader_source[NUM_SHADERS][2] = {
TEXTURE_VERTEX_SHADER,
// fragment shader
NV12_SHADER_PROLOGUE
- NV12_RA_SHADER_BODY
+ NV12_RA_SHADER_BODY,
+ // fragment version
+ NULL
},
// SHADER_NV12_RG
{
@@ -353,7 +371,9 @@ static const char *shader_source[NUM_SHADERS][2] = {
TEXTURE_VERTEX_SHADER,
// fragment shader
NV12_SHADER_PROLOGUE
- NV12_RG_SHADER_BODY
+ NV12_RG_SHADER_BODY,
+ // fragment version
+ NULL
},
// SHADER_NV21_RA
{
@@ -361,7 +381,9 @@ static const char *shader_source[NUM_SHADERS][2] = {
TEXTURE_VERTEX_SHADER,
// fragment shader
NV12_SHADER_PROLOGUE
- NV21_RA_SHADER_BODY
+ NV21_RA_SHADER_BODY,
+ // fragment version
+ NULL
},
// SHADER_NV21_RG
{
@@ -369,20 +391,23 @@ static const char *shader_source[NUM_SHADERS][2] = {
TEXTURE_VERTEX_SHADER,
// fragment shader
NV12_SHADER_PROLOGUE
- NV21_RG_SHADER_BODY
+ NV21_RG_SHADER_BODY,
+ // fragment version
+ NULL
},
#endif // SDL_HAVE_YUV
};
/* *INDENT-ON* */ // clang-format on
-static bool CompileShader(GL_ShaderContext *ctx, GLhandleARB shader, const char *defines, const char *source)
+static bool CompileShader(GL_ShaderContext *ctx, GLhandleARB shader, const char *version, const char *defines, const char *source)
{
GLint status;
- const char *sources[2];
+ const char *sources[3];
- sources[0] = defines;
- sources[1] = source;
+ sources[0] = version;
+ sources[1] = defines;
+ sources[2] = source;
ctx->glShaderSourceARB(shader, SDL_arraysize(sources), sources, NULL);
ctx->glCompileShaderARB(shader);
@@ -413,6 +438,7 @@ static bool CompileShaderProgram(GL_ShaderContext *ctx, int index, GL_ShaderData
const int num_tmus_bound = 4;
const char *vert_defines = "";
const char *frag_defines = "";
+ const char *frag_version = "";
int i;
GLint location;
@@ -432,19 +458,22 @@ static bool CompileShaderProgram(GL_ShaderContext *ctx, int index, GL_ShaderData
frag_defines =
"#define UVCoordScale 1.0\n";
}
+ if (shader_source[index].fragment_version) {
+ frag_version = shader_source[index].fragment_version;
+ }
// Create one program object to rule them all
data->program = ctx->glCreateProgramObjectARB();
// Create the vertex shader
data->vert_shader = ctx->glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
- if (!CompileShader(ctx, data->vert_shader, vert_defines, shader_source[index][0])) {
+ if (!CompileShader(ctx, data->vert_shader, "", vert_defines, shader_source[index].vertex_shader)) {
return false;
}
// Create the fragment shader
data->frag_shader = ctx->glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
- if (!CompileShader(ctx, data->frag_shader, frag_defines, shader_source[index][1])) {
+ if (!CompileShader(ctx, data->frag_shader, frag_version, frag_defines, shader_source[index].fragment_shader)) {
return false;
}